Integrated card and slot machine mechanic

ABSTRACT

A multiplayer game method provides an editing graphical user interface (GUI) for display to the players of the multiplayer game on computing devices to edit a plurality of digital object holders for use in game states of a multiplayer game session. The method receives a digital object placement request to place a digital object at a position on an object holder of the game state, where the first digital object is associated with a visual representation and a ruleset for using the digital object. The method applies the ruleset to the digital object placement request to generate a validation result indicating whether a placement of the digital object on the digital object holder is valid. The further method includes receiving the game states and providing a GIU based on the received game states to enable the players to select digital objects from the plurality of digital object holders.

RELATED APPLICATIONS

This is a continuation of U.S. application Ser. No. 14/660,674, filed onMar. 17, 2015, which is a continuation of U.S. application Ser. No.14/027,511, filed on Sep. 16, 2013, which is a continuation of U.S.application Ser. No. 13/788,995 filed on Mar. 7, 2013, now abandoned,which claims priority of U.S. Provisional Application No. 61/639,834,filed Apr. 27, 2012, the entire disclosures of which prior applicationsare incorporated herein by reference in their entirety.

BACKGROUND

Field

Example embodiments described herein are generally related tointeractive entertainment, and more specifically, to an integrated cardand slot machine mechanic that can be used for games.

Related Art

There are various multi-player card games in the related art where twoor more players compete against each other in a head-to-head or groupbattle fashion. In such related art games, each player can customizetheir own deck for competing against other players. When players competeagainst each other, each player draws a specified number of cards fromtheir respective deck to form a hand, and play a certain number of cardsfrom their hand against their respective opponent. The specified numberof cards and the rules for governing the hand and the effect of eachcard vary depending on the multi-player card game.

In these related art multi-player card games, there are severaldrawbacks. The ruleset of each individual card may be complicated, suchthat user intervention may be needed to interpret the effect of a playedcard and the given result of playing the card. Further, as each user isonly associated with a single deck of cards, the user may be limited inthe ability to design possible outcomes, and desired effects for drawinga hand or obtaining a desired card combination.

There are various configurations of slot machines in the related art.Slot machines in the related art may involve reels that spin randomly toproduce an outcome on a payline, from which payout is calculated byusing a paytable. However, the reels and the paytable are notconfigurable by the player, and slot machines have not been used in acompetitive setting where the outcome of the payline of one player isused to affect the game state of a second player.

SUMMARY

Aspects of the embodiments may include a non-transitory computerreadable medium storing executable instructions for editing digitalobject holders for use in a game. The instructions may include receivinga request to place a digital object associated with a visualrepresentation and a ruleset for using the digital object, at a positionon one of the digital object holders; applying the ruleset to therequest to generate a first validation result; providing a firstindication of a placement of the requested digital object in therequested position; and calculating a paytable that incorporates therequest, the paytable comprising a set of possible outcomes for a randomselection of one digital object from each of one or more of theplurality of digital object holders; wherein the providing and thecalculating are performed for the first validation result having a firstvalue indicative of the request being valid.

Additional aspects of the embodiments may include a non-transitorycomputer readable medium storing executable instructions for playing agame between a first player and a second player. The instructions mayinclude receiving a first plurality of digital objects arranged in afirst plurality of digital object holders, and a first paytable for thefirst plurality of digital object holders associated with the firstplayer, and a first game state of the first player; and receiving asecond plurality of digital objects arranged in a second plurality ofdigital object holders, and a second paytable for the second pluralityof digital object holders associated with the second player, and asecond game state of the second player. In response to receiving a firstspin command associated with the first player on a first turn,instructions may be executed for each of the first plurality of digitalobject holders for selecting a first digital object for inclusion in afirst payline. In response to receiving a second spin command associatedwith the second player on a second turn, instructions may be executedfor each of the second plurality of digital object holders for selectinga second digital object for inclusion in a second payline.

Additional aspects of the embodiments include a system, which mayinvolve an editing module for editing digital object holders for use ina game. The editing module may be configured to receive a request toplace a digital object associated with a visual representation and aruleset for using the digital object, at a position on one of thedigital object holders; apply the ruleset to the request to generate afirst validation result; and provide a first indication of a placementof the requested digital object in the requested position. A calculatingmodule may also be configured to calculate a paytable that incorporatesthe request, the paytable comprising a set of possible outcomes for arandom selection of one digital object from each of one or more of theplurality of digital object holders. The providing and the calculatingmay be performed for the first validation result having a first valueindicative of the request being valid.

Additional aspects of the embodiments include a system, which mayinvolve a combat initialization module that is configured to receive afirst plurality of digital objects arranged in a first plurality ofdigital object holders, and a first paytable for the first plurality ofdigital object holders associated with the first player, and a firstgame state of the first player; and receive a second plurality ofdigital objects arranged in a second plurality of digital objectholders, and a second paytable for the second plurality of digitalobject holders associated with the second player, and a second gamestate of the second player. A combat module may be used for initiating agame between a first player and a second player. In response toreceiving a first spin command associated with the first player on afirst turn, for each of the first plurality of digital object holders,the combat module may be configured to select a first digital object forinclusion in a first payline. In response to receiving a second spincommand associated with the second player on a second turn, for each ofthe second plurality of digital object holders, the combat module may beconfigured to select a second digital object for inclusion in a secondpayline.

BRIEF DESCRIPTION OF THE DRAWINGS

FIGS. 1A and 1B illustrate two implementations of a digital object, inaccordance with an example embodiment.

FIG. 2 illustrates an example of a placement of digital objects indigital object holders, in accordance with an example embodiment.

FIG. 3 illustrates an interface for editing digital object holders, inaccordance with an example embodiment.

FIG. 4 illustrates a digital object paytable with digital object payoffinformation, in accordance with an example embodiment.

FIG. 5 illustrates a paytable for the digital object holders, inaccordance with an example embodiment.

FIG. 6 illustrates a possible integration of the paytable with theinterface of FIG. 3, in accordance with an example embodiment.

[16] FIG. 7 illustrates an interface for playing a game, in accordancewith an example embodiment.

FIG. 8 illustrates a flow diagram for editing digital object holders foruse in a game, in accordance with an example embodiment.

FIG. 9 illustrates a flow diagram for a game interface, in accordancewith an example embodiment.

FIG. 10 illustrates a flow diagram for a game interface, in accordancewith an example embodiment.

FIG. 11 illustrates an example computer system on which exampleembodiments may be implemented.

DETAILED DESCRIPTION

In the following detailed description of example embodiments, referencewill be made to the accompanying drawings, in which identical functionalelements are designated with like numerals. The aforementionedaccompanying drawings show by way of illustration, and not by way oflimitation, example embodiments and implementations. Theseimplementations are described in sufficient detail to enable thoseskilled in the art, and it is to be understood that otherimplementations may be utilized and that structural changes and/orsubstitutions of various elements may be made without departing from thescope and spirit of the example embodiments. The following detaileddescription is, therefore, not to be construed in a limited sense.

Example embodiments described herein are directed to providing a gamethat incorporates a slot machine-like functionality. Digital objectholders can perform a function like reels in a slot machine to randomlyor deterministically generate an outcome for each digital object holder(for example, but not limited to, a tile in a reel of an online slotmachine game) and to compare the outcome with a payline to determine aresult. An interface is provided to allow the user to customize digitalobject holders by placing each digital object in a desired position at adesired digital object holder. The placement of the digital objects canbe governed by a ruleset associated with each digital object. Based onthe placement of the digital object, a paytable can be determined fromthe possible outcomes by randomly selecting a digital object from one ormore of the digital object holders.

During the game, the player can invoke a slot machine-like functionalityto randomly select digital objects from (e.g. “spin”) the digital objectholders, whereupon the digital object holders can perform a functionlike reels to generate an outcome on a payline. The payline outcome canbe matched to a paytable to determine the result of the payline.

In contrast to the related art, which is restricted to one deck peruser, the user can customize and incorporate multiple digital objectholders and generate a paytable indicating one or more possible outcomesthat result on the payline from “spinning” the digital object holders(e.g., randomly selecting a digital object from each digital objectholder). Further, because the payline result can be adjudicated by apaytable, human intervention for interpreting the effect of the resultcan be substantially reduced in certain example embodiments, andsubstantially eliminated.

FIGS. 1A and 1B illustrate two implementations of a digital object, inaccordance with an example embodiment. In the example of FIG. 1A, thedigital object may include a visual representation 100 for theappearance of the digital object when it is placed on the payline.

The digital object 100 may also have a name 101, ability information102, paytable information 103, an indicator 104 to indicate a number ofpositions used in the digital object holder to place the digital object,a cost 105 to play the digital object, and an indication of the type 107of the digital object. Other additional information, such asachievements 106 for playing the digital object can also be added. Inthe example of FIG. 1A, the digital object 100 has the name of“Fireball” 101, with an indicator 104 to indicate that the digitalobject 100 will take up one position in a digital object holder, thatthe cost 105 to play the digital object is five units, and that the type107 of the digital object is a spell.

The ability information 102 indicates possible abilities for the digitalobject when the digital object appears in a payline. For example, theability information 102 may indicate effects resulting from a userdecision to bank a payline (e.g., banking the digital objects on thepayline as counters for use in a future payline, etc.), and effectsresulting from a user decision to play the payline (e.g., use theeffects according to the paytable, select specific combinations withinthe paytable to invoke an effect, etc.).

In the example depicted in FIG. 1A, the ability information 102indicates that for a “bank” decision, an additional counter is added tofuture “Fireball” digital objects should they appear in a futurepayline. The ability information 102 further indicates that for a “play”decision, the digital object will conduct three fire spell damage to atarget opponent for each “Fireball” counter added to the digital objectplus bet damage inferred from the cost 105 of playing the digitalobject.

In the example of FIG. 1B, the digital object may be representeddifferently for gameplay or for an interface for editing digital objectholders. For example, in the representation of FIG. 1B, a digital objectnumber indicator 108 can be provided to indicate how many digitalobjects a user has available for placement in the digital objectholders. In the example of FIG. 1B, the user has three “Fireball”digital objects available for placement in digital object holders. Otherparts of the digital object may remain the same, depending on thedesired implementation.

The examples of FIGS. 1A and 1B illustrate a few implementations out ofnumerous possibilities for a digital object, depending on a desiredimplementation or design of a game. Digital objects can have otherabilities, such as, but not limited to, affecting the player's oropponent's game state (e.g., health points, amount of money,restrictions, decreasing damage received, loss of a turn, type of damagereceived, etc.), the player's or opponent's digital object holders(e.g., reserving an option to nudge a digital object holder up or down anumber of positions of a player's or opponent's payline, destroying ordisabling digital objects in the digital object holders of an opponent,etc.), and so forth. One of ordinary skill in the art can recognize andimplement any variation of a digital object to meet the design orimplementation of a particular game.

FIG. 2 illustrates an example of a placement of digital objects indigital object holders, in accordance with an example embodiment. Theplacement of a digital object in a digital object holder may be subjectto ruleset restrictions. In the example of FIG. 2, there are fourdigital object holders 205 (as represented by the columns of FIG. 2),with up to two positions 204 available per digital object holder (asrepresented by the rows of FIG. 2). In the example of FIG. 2, digitalobjects 203 with indicators indicating that the digital object will useone position may be placed in freely available positions of the reels.Because the digital object occupies one position, other positions in thedigital object holder may be indicated as freely available, as shown atreference numeral 202.

The digital object 201 is an example of a digital object that requiresfour positions for placement, according to the ruleset. Accordingly,when digital object 201 is placed, “null” digital objects 200 fill upother positions for other digital object holders, to indicate that theposition is consumed by a null digital object. The null digital objects200 provide an indication for the user to understand that the nulldigital object is linked to the placement of digital object 201.

However, the null digital objects 200 do not have to be blank or null innature. For example, the null digital objects could have an ability thatprovides a beneficial or detrimental effect during gameplay to balancethe effect of digital object 201. One of ordinary skill in the art canrecognize and implement any variation for the null objects 200 to meetthe design or implementation of a particular game.

FIG. 3 illustrates an interface for editing digital object holders, inaccordance with an example embodiment.

In the example of FIG. 3, an interface 302 is provided with a firstsection 300 illustrating the present configuration of the user's digitalobject holders, and a second section 301 illustrating the digitalobjects available to the user for placement in the digital objectholders. In the first section 300, four digital object holders,represented as columns, are provided for configuration. However, anynumber of digital object holders may be used, depending on theimplementation of the game. In the second section 301, therepresentation as shown in FIG. 1(b) can be used for the digitalobjects. However, other configurations are also possible.

The interface 302 allows the user to place a digital object in a digitalobject holder as desired (e.g., by drag and drop, by clicking on a mouseand selecting an open position in the digital object holder, etc.). Theplacement may be governed by a ruleset associated with the selecteddigital object. Based on the placement of the digital object, a paytablemay be calculated for the digital object holders.

FIG. 4 illustrates a digital object paytable with digital object payoffinformation, in accordance with an example embodiment. Each digitalobject may be associated with a paytable 400 containing information,such as payoff information for the digital object as shown in FIG. 4.The digital object payoff information may include digital object bankdecision payoff information 401 and digital object play decision payoffinformation 402. The digital object bank decision payoff information 401and digital object play decision payoff information 402 may be utilizedto construct a paytable for the digital object holders to indicatepayoff information for a bank decision and a play decision.

In the example of FIG. 4, the digital object “Fireball” is associatedwith bank decision payoff information 401 indicating a number ofcounters that will be accumulated for playing a future “Fireball”digital object, in response to a bank decision. The play decision payoffinformation 402 indicates an amount of damage that can be conductedagainst an opponent's game state (e.g., hit points), with a minimumdamage restriction and a maximum damage restriction.

FIG. 5 illustrates a paytable 500 for the digital object holders, inaccordance with an example embodiment. The paytable 500 provides gameplay information to help players construct and configure their digitalobject holders. In an example implementation, a paytable calculationmodule can auto calculate digital object combinations (e.g., damageand/or combat effects) and provide possible outcomes. Providing theoutcome “combat combination results” of what will happen when thedigital objects land on the payline during game play. The Pay Table cancalculate combination results from one to four digital objects—onedigital object per digital object holder.

In the example of FIG. 5, a possible outcome of the digital objectholders of FIG. 3 is indicated in the paytable 500. Based on thepossible outcome, bank decision payoff information 501 and play decisionpayoff information 502 for the paytable 500 can be calculated todetermine an overall resolution 504 for the bank decision and the playdecision. An additional interface 503 can be used to permit the user toconfigure the paytable information, if desired. The configuration of thepaytable is subject to a ruleset to determine validity, and if theconfiguration is considered to be valid, the paytable 500 may be updatedaccordingly.

FIG. 6 illustrates a possible integration of the paytable with theinterface of FIG. 3, in accordance with an example embodiment. In theinterface, the user selects a possible outcome 600, whereupon thepaytable 500 indicating the payoff information for the outcome 600 canbe generated and displayed. In the example of FIG. 6, the selectedoutcome 600 results in a paytable of a minimum value and a maximum valueof banking 2 for a “bank decision”, and a minimum value and a maximumvalue of outputting 16 and 22 of damage, respectively, for a “play”decision.

In the example of FIG. 6, the selected possible outcome 600 is along thesame row of the digital object holders, however, the embodiments are notrestricted to this configuration. One of ordinary skill in the art canrecognize that other game implementations can involve differentdefinitions of outcomes (e.g., selecting one digital object from eachdigital object holder to indicate the result).

FIG. 7 illustrates an interface for playing a game, in accordance withan example embodiment. In the example of FIG. 7, the digital objects anddigital object holders are arranged in a slot machine like interfacewith a payline 700 indicating the outcome of randomly selecting adigital object from each digital object holder. Avatars (e.g., graphicalrepresentations of the player) can be used to identify either the player701-1 or a targeted opponent 701-2. Nameplates can also be provided toidentify the player 702-1 and the opponent 702-2.

Various indicators can be provided to indicate various game stateaspects of the player, such as hit points 703, money units 704, andspells available to the user 705. Other indicators 706 can be providedto indicate an opponent's payline and game state as needed. A timer 709may also be provided to force a decision from the player, whereupon adefault action may be conducted if the timer elapses.

In the example interface of FIG. 7, the player “spins” the digitalobject holders like a slot machine until an outcome is produced on apayline 700, incorporating a randomly selected digital object from eachdigital object holder. The player can manually assign a wager and spinthe digital object holders, or can also use betting buttons 710 toinvoke a spin. Upon reaching an outcome of the payline 700, payoffinformation may be displayed to inform the user of the effect of a bankdecision 707-1 or a play decision 707-2. Indicators can also be given toinform the player of the cost in money units to invoke a bank decision708-1 or a play decision 708-2.

Additionally a global navigation bar 711 may be provided to allow theplayer to interact with other interfaces as needed. For example, if theplayer is not satisfied with the progress of the present game, theplayer may use the navigation bar 711 to bring up the interface forconfiguring the plurality of digital object holders, as in FIG. 3,during the course of the game with other opponents.

Although the example interface in FIG. 7 is in the form of a slotmachine-like interface, other interfaces can also be implemented by oneof ordinary skill in the art to provide a random selection of a digitalobject from each of the digital object holders to produce an outcome.For example, a series of graphical icons (e.g. a television, a window,etc.) representing the digital object holders can display randomlyselected digital objects in the form of the payline. One of ordinaryskill in the art can implement a wide variety of interfaces depending onthe implementation of the game.

FIG. 8 illustrates a flow diagram for editing digital object holders foruse in a game, in accordance with an example embodiment. A player whoagain may be provided with an initial collection of digital objects. Theinitial collection that is provided to the players may be a commondefault initial collection of digital objects that are commonlydistributed to all the players. Alternatively, customized sets ofdigital objects may be distributed to players, or players may acquirethrough skill or purchase additional visual objects either at the startor during the process of gameplay. Any additional tile that are acquiredby the player will be added to the collection of digital objects.

At 800, a request is received by an interface (e.g., as shown in FIG. 3)to place a user-selected digital object associated with a visualrepresentation and a ruleset for using the digital object, at a positionon one of the digital object holders. At 801, the ruleset is applied tothe request to generate a first validation result. The ruleset may beprocessed by the user interface, a processor, or by otherimplementations.

Based on the application of the ruleset, if the result is determined tobe not valid, at 802, the placement or association of the digital objectwith a position in the digital object holder may be rejected, and amessage or other indication may be provided to inform the user of theplacement determined to be invalid. Similarly, a determination may bemade as to whether additional positions in the digital object holder areavailable, and if so, the additional positions may be evaluated fordetermination based on application of the ruleset.

If the result is determined to be valid, the interface proceeds to 803to provide a first indication of a placement of the requested digitalobject in the requested position. At 804, the interface may calculate apaytable that incorporates the request, with a set of possible outcomesfor a random selection of one digital object from each of one or more ofthe plurality of digital object holders.

FIG. 9 illustrates a flow diagram for a game interface, in accordancewith an example embodiment. In the example of FIG. 9, an interface suchas FIG. 7 can have a flow for handling pre-combat decisions from theplayer, and the combat aspects of the game. FIG. 9 depicts an exampleflow diagram for handling pre-combat decisions from the player. At 900,the interface can perform a digital object boot sequence, wherein thedigital objects and digital object holders of the player and one or moreopponents are loaded.

For example, but not by way of limitation, the interface can receive afirst plurality of digital objects arranged in a first plurality ofdigital object holders, and a first paytable for the first plurality ofdigital object holders associated with the first player, and a firstgame state (e.g., present hit points, present amount of gold, etc.) ofthe first player; and similarly receive a second plurality of digitalobjects arranged in a second plurality of digital object holders, and asecond paytable for the second plurality of digital object holdersassociated with the second player, and a second game state of the secondplayer.

At 901, the interface can determine whether the player or an opponent isto conduct a turn. In various implementations of the game, turns can beconducted simultaneously by the player and the one or more opponents,can be conducted sequentially (e.g., turns are given to each playeralternately), or can be resolved by other methods known to one ofordinary skill in the art. In the example of FIG. 9, the interface hasdetermined that the player's turn is to be resolved.

At 902, a timer can be used to force the player to commit to one or moredecisions within a specific time span. If the timer elapses, then theinterface can select a default action (e.g., force a “spin” action 907).The player can make various decisions during the time limit, such as(but not limited to) invoking power-ups garnered from previously playedbank decisions 903, adjusting a wager if the game is implemented in aslot machine like manner 904, and targeting an opponent 905. Theinterface can also restrict wagering to a bet 906 (e.g., minimum ormaximum), or can provide a freeform input interface to allow the playerto wager as desired.

The player can also conduct the decisions in any order that the playerdesires or in a specific order, depending on the implementation of thegame. The “spin” action 907 can be invoked after the player has chosento invoke the action, or after a timer runs out (e.g., Time Up,Auto-Spin at 908). During the “spin” action 907, the interface cangenerate animations to indicate that a digital object is being randomlyselected from each digital object holder for inclusion into a payline.

Additional actions may also be made available to the user by theinterface. For example, if the user desires to configure the pluralityof digital object holders to adjust to in-game situations, an option canbe provided so that the user can recall the digital object holderinterface (e.g., as shown in FIG. 3).

FIG. 10 illustrates a flow diagram for a game interface, in accordancewith an example embodiment. Specifically, FIG. 10 illustrates a flowdiagram of the interface for handling the combat aspects of the gameafter receiving pre-combat decisions from the player.

Continuing from the “spin” action 907, of FIG. 9, an outcome iseventually generated by randomly selecting a digital object from each ofthe digital object holders for inclusion in a payline 1000. For example,in a slot machine like implementation, the digital object holders can bemade to stop spinning and a final indication of the digital objectsincluded in the payline can be displayed. The selection process can beresolved after a predetermined amount of time, or a user can force theinterface to select immediately (e.g., pressing a stop button to stopthe spin animation).

At 1001, the payline is resolved and evaluated for the combat portion ofthe game. Optionally, additional effects (e.g., digital objects thatimmediately affect game states of players or opponents, changing adigital object due to a previously game situation, etc.) can also beresolved to finalize the payline.

Once a payline has been resolved, a game state check 1002 a, 1002 b canbe conducted to determine if the game is over (e.g., the player oropponent has run out of hit points, etc.), and if so, then the interfacecan proceed to 1003 to end the game (e.g., end combat and provide combatresults, etc.).Game state check 1002 a, 1002 b can be conducted at anyportion of the flow for the interface.

At 1004, a timer can be used to force the player to commit to one ormore decisions within a specific time span. If the timer elapses, thenthe interface can do a default action (e.g., force a bank decisionaction 1006). While the timer has not elapsed, the player can decide ona course of action 1005. In the example of FIG. 10, the action mayinvolve a bank decision 1006 to bank the payline, and a play decision1007 to play the payline. Additionally, a cost (e.g., money units, etc.)may be imposed on the player for conducting a play decision 1007.

When a bank decision 1006 is selected, the interface can conduct anevaluation of the payline based on the bank decision and resolve effectsoccurring from the bank decision, as shown at 1008. The interface canevaluate the payline based on applying bank decision payoff informationof the player's paytable to the payline to obtain a resolution ofeffects and the adjustment of any game state of the player resultingfrom banking the payline.

When a play decision 1007 is conducted, the interface can conduct anevaluation of the payline based on the play decision and resolve effectsoccurring from the play decision, as shown at 1009. The interface canevaluate the payline based on applying play decision payoff informationof the player's paytable to the payline to obtain a resolution ofeffects and the adjustment of any game state of the player and/or one ormore opponents resulting from playing the payline.

As explained above, a game state check 1002 b may be utilized todetermine if the game is over. If the game is not over, then theinterface can proceed to conducting the next turn 1010 for anotherplayer or an opponent, whereupon the interface can revert to flowdiagram state 901 for the next player for the next player or opponent.

FIG. 11 illustrates an example computer system 1100 on which exampleembodiments may be implemented. The computer system 1100 includes aserver 1105 which may involve an I/O unit 1135, storage 1160, and aprocessor 1110 operable to execute one or more units as known to one ofskill in the art. The term “computer-readable medium” as used hereinrefers to any medium that participates in providing instructions toprocessor 1110 for execution, which may come in the form of transitorycomputer readable mediums and non-transitory computer readable mediums.The I/O unit processes input from user interfaces 1140 and operatorinterfaces 1145 which may utilize input devices such as a keyboard,mouse, touch device, or verbal command.

The server 1105 may also be connected to an external storage 1150, whichcan contain removable storage such as a portable hard drive, opticalmedia (CD or DVD), disk media or any other medium from which a computercan read executable code. The server may also be connected an outputdevice 1155, such as a display to output data and other information to auser, as well as request additional information from a user. Theconnections from the server 1105 to the user interface 1140, theoperator interface 1145, the external storage 1150, and the outputdevice 1155 may

via wireless protocols, such as the 802.11 standards, Bluetooth® orcellular protocols, or via physical transmission media, such as cablesor fiber optics. The output device 1155 may therefore further act as aninput device for interacting with a user.

The processor 1110 may execute one or more modules. The editing module1111 is operable to provide an interface for editing digital objectholders, as shown in FIG. 3 and may be configured to receive a requestto place a digital object associated with a visual representation and aruleset for using the digital object, at a position on one of thedigital object holders; apply the ruleset to the request to generate afirst validation result; and provide a first indication of a placementof the requested digital object in the requested position.

The calculating module 1112 may be configured to calculate a paytablethat incorporates the request, the paytable comprising a set of possibleoutcomes for a random selection of one digital object from each of oneor more of the plurality of digital object holders, in an interface asshown in FIG. 3. The combat initialization module 1113 may be operableto provide an interface for playing a game as shown in FIG. 7, and maybe configured to receive a first plurality of digital objects arrangedin a first plurality of digital object holders, and a first paytable forthe first plurality of digital object holders associated with the firstplayer, and a first game state of the first player; and receive a secondplurality of digital objects arranged in a second plurality of digitalobject holders, and a second paytable for the second plurality ofdigital object holders associated with the second player, and a secondgame state of the second player.

The combat module 1114 for initiating a game between a first player anda second player, the combat module configured to, for each of the firstplurality of digital object holders, select a first digital object forinclusion in a first payline in response to receiving a first spincommand associated with the first player on a first turn, and similarly,for each of the second plurality of digital object holders, select asecond digital object for inclusion in a second payline in response toreceiving a second spin command associated with the second player on asecond turn.

Although a few example embodiments have been shown and described, theseexample embodiments are provided to convey the subject matter describedherein to people who are familiar with this field. It should beunderstood that the subject matter described herein may be embodied invarious forms without being limited to the described exampleembodiments. The subject matter described herein can be practicedwithout those specifically defined or described matters or with other ordifferent elements or matters not described. It will be appreciated bythose familiar with this field that changes may be made in these exampleembodiments without departing from the subject matter described hereinas defined in the appended claims and their equivalents.

What is claimed is:
 1. A multiplayer game method comprising:initializing, by a hardware processing device, a first player game stateand a second player game state, wherein the initializing comprises:providing for display to the first player on a first computing device, afirst editing graphical user interface (GUI) to edit a first pluralityof digital object holders for use in a first game state of a multiplayergame session, wherein to edit the first plurality of digital objectholders the method further comprises: receiving a first digital objectplacement request to place a first digital object at a first position ona first digital object holder of the first plurality of digital objectholders of the first game state, wherein the first digital object isassociated with a first visual representation and a first ruleset forusing the first digital object; and applying the first ruleset to thefirst digital object placement request to generate a first validationresult indicating whether a first placement of the first digital objecton the first digital object holder is valid; and providing for displayto the second player on a second computing device, a second editing GUIto edit a second plurality of digital object holders for use in a secondgame state of the multiplayer game session, wherein to edit the secondplurality of digital object holders the method further comprises:receiving a second digital object placement request to place a seconddigital object at a second position on a second digital object holder ofthe second plurality of digital object holders of the second game state,wherein the second digital object is associated with a second visualrepresentation and a second ruleset for using the second digital object;and applying the second ruleset to the second digital object placementrequest to generate a second validation result indicating whether thesecond placement of the second digital object on the second digitalobject holder is valid; receiving, from the first computing device, thefirst game state of the first player comprising a first plurality ofdigital objects arranged in the first plurality of digital objectholders; receiving, from the second computing device, the second gamestate of the second player comprising a second plurality of digitalobjects arranged in the second plurality of digital object holders; andproviding for display on the first computing device and the secondcomputing device, a graphical user interface (GUI) based on the receivedfirst game state of the first player and the received second game stateof the second player, wherein the GUI comprises: a first GUI element toenable the first player to select a third digital object from the firstplurality of digital object holders, the selection of the third digitalobject corresponding to a first turn of the multiplayer game, whereinthe selection of the third digital object affects the second game stateof the second player; and a second GUI element to enable the secondplayer to select a fourth digital object from the second plurality ofdigital object holders, the selection of the fourth digital objectcorresponding to a second turn of the multiplayer game, wherein theselection of the fourth digital object affects the first game state ofthe first player.
 2. The multiplayer game method of claim 1, wherein thefirst digital object is associated with digital object abilityinformation and digital object payoff information.
 3. The multiplayergame method of claim 2, wherein the digital object ability informationcomprises at least one of adjustment information of the first game stateof the first player, adjustment information of the second game state ofthe second player, adjustment information for the first plurality ofdigital object holders associated with the first player, or adjustmentinformation for the second plurality of digital object holdersassociated with the second player.
 4. The multiplayer game method ofclaim 1, wherein the selection of the third digital object affects thesecond plurality of digital object holders of the second game state, andwherein the selection of the fourth digital object affects the firstplurality of digital object holders of the first game state.
 5. Themultiplayer game method of claim 2, further comprising: providing afirst indication of the first placement of the first digital object onthe first digital object holder; and calculating a paytable thatincorporates the first digital object placement request, the paytablecomprising a plurality of possible outcomes for a random selection ofone digital object from each of the first plurality of digital objectholders.
 6. The multiplayer game method of claim 5, wherein the paytablecomprises bank decision payoff information indicative of a first outcomebased on a decision to bank a payline, and play decision payoffinformation indicative of a second outcome based on a decision to playthe payline.
 7. The multiplayer game method of claim 5, wherein thecalculating the paytable comprises: aggregating the digital objectpayoff information associated with the first digital object placed onthe first digital object holder and other digital object payoffinformation associated with other digital objects respectively placed inother positions of the first plurality of digital object holders, togenerate aggregated digital object payoff information; calculating theplurality of possible outcomes by performing permutations of the firstdigital object and the other digital objects in the digital objectholders; and comparing the aggregated digital object payoff informationto the permutations.
 8. A multiplayer game system, comprising: a memory;a hardware processing device, operatively coupled to the memory, thehardware processing device to: initialize a first player game state anda second player game state, wherein to initialize the first player gamestate and the second player game state the hardware processing device isto: provide for display to the first player on a first computing device,a first editing graphical user interface (GUI) to edit a first pluralityof digital object holders for use in a first game state of a multiplayergame session, wherein to edit the first plurality of digital objectholders the hardware processing device is to: receive a first digitalobject placement request to place a first digital object at a firstposition on a first digital object holder of the first plurality ofdigital object holders of the first game state, wherein the firstdigital object is associated with a first visual representation and afirst ruleset for using the first digital object; and apply the firstruleset to the first digital object placement request to generate afirst validation result indicating whether a first placement of thefirst digital object on the first digital object holder is valid; andprovide for display to the second player on a second computing device, asecond editing GUI to edit a second plurality of digital object holdersfor use in a second game state of the multiplayer game session, whereinto edit the second plurality of digital object holders the hardwareprocessing device is to: receive a second digital object placementrequest to place a second digital object at a second position on asecond digital object holder of the second plurality of digital objectholders of the second game state, wherein the second digital object isassociated with a second visual representation and a second ruleset forusing the second digital object; and apply the second ruleset to thesecond digital object placement request to generate a second validationresult indicating whether the second placement of the second digitalobject on the second digital object holder is valid; receive, from thefirst computing device, the first game state of the first playercomprising a first plurality of digital objects arranged in the firstplurality of digital object holders; receive, from the second computingdevice, the second game state of the second player comprising a secondplurality of digital objects arranged in the second plurality of digitalobject holders; and provide for display on the first computing deviceand the second computing device, a graphical user interface (GUI) basedon the received first game state of the first player and the receivedsecond game state of the second player, wherein the GUI comprises: afirst GUI element to enable the first player to select a third digitalobject from the first plurality of digital object holders, the selectionof the third digital object corresponding to a first turn of themultiplayer game, wherein the selection of the third digital objectaffects the second game state of the second player; and a second GUIelement to enable the second player to select a fourth digital objectfrom the second plurality of digital object holders, the selection ofthe fourth digital object corresponding to a second turn of themultiplayer game, wherein the selection of the fourth digital objectaffects the first game state of the first player.
 9. The multiplayergame system of claim 8, wherein the first digital object is associatedwith digital object ability information and digital object payoffinformation.
 10. The multiplayer game system of claim 9, wherein thedigital object ability information comprises at least one of adjustmentinformation of the first game state of the first player, adjustmentinformation of the second game state of the second player, adjustmentinformation for the first plurality of digital object holders associatedwith the first player, or adjustment information for the secondplurality of digital object holders associated with the second player.11. The multiplayer game system of claim 8, wherein the selection of thethird digital object affects the second plurality of digital objectholders of the second game state, and wherein the selection of thefourth digital object affects the first plurality of digital objectholders of the first game state.
 12. The multiplayer game system ofclaim 9, further comprising: providing a first indication of the firstplacement of the first digital object on the first digital objectholder; and calculating a paytable that incorporates the first digitalobject placement request, the paytable comprising a plurality ofpossible outcomes for a random selection of one digital object from eachof the first plurality of digital object holders.
 13. The multiplayergame system of claim 12, wherein the paytable comprises bank decisionpayoff information indicative of a first outcome based on a decision tobank a payline, and play decision payoff information indicative of asecond outcome based on a decision to play the payline.
 14. Themultiplayer game system of claim 12, wherein the calculating thepaytable comprises: aggregating the digital object payoff informationassociated with the first digital object placed on the first digitalobject holder and other digital object payoff information associatedwith other digital objects respectively placed in other positions of thefirst plurality of digital object holders, to generate aggregateddigital object payoff information; calculating the plurality of possibleoutcomes by performing permutations of the first digital object and theother digital objects in the digital object holders; and comparing theaggregated digital object payoff information to the permutations.
 15. Anon-transitory computer readable medium having instructions that, whenexecuted by a hardware processing device, cause the hardware processingdevice to: initialize a first player game state and a second player gamestate, wherein to initialize the first player game state and the secondplayer game state the hardware processing device is to: provide fordisplay to the first player on a first computing device, a first editinggraphical user interface (GUI) to edit a first plurality of digitalobject holders for use in a first game state of a multiplayer gamesession, wherein to edit the first plurality of digital object holdersthe hardware processing device is to: receive a first digital objectplacement request to place a first digital object at a first position ona first digital object holder of the first plurality of digital objectholders of the first game state, wherein the first digital object isassociated with a first visual representation and a first ruleset forusing the first digital object; and apply the first ruleset to the firstdigital object placement request to generate a first validation resultindicating whether a first placement of the first digital object on thefirst digital object holder is valid; and provide for display to thesecond player on a second computing device, a second editing GUI to edita second plurality of digital object holders for use in a second gamestate of the multiplayer game session, wherein to edit the secondplurality of digital object holders the hardware processing device isto: receive a second digital object placement request to place a seconddigital object at a second position on a second digital object holder ofthe second plurality of digital object holders of the second game state,wherein the second digital object is associated with a second visualrepresentation and a second ruleset for using the second digital object;and apply the second ruleset to the second digital object placementrequest to generate a second validation result indicating whether thesecond placement of the second digital object on the second digitalobject holder is valid; receive, from the first computing device, thefirst game state of the first player comprising a first plurality ofdigital objects arranged in the first plurality of digital objectholders; receive, from the second computing device, the second gamestate of the second player comprising a second plurality of digitalobjects arranged in the second plurality of digital object holders; andprovide for display on the first computing device and the secondcomputing device, a graphical user interface (GUI) based on the receivedfirst game state of the first player and the received second game stateof the second player, wherein the GUI comprises: a first GUI element toenable the first player to select a third digital object from the firstplurality of digital object holders, the selection of the third digitalobject corresponding to a first turn of the multiplayer game, whereinthe selection of the third digital object affects the second game stateof the second player; and a second GUI element to enable the secondplayer to select a fourth digital object from the second plurality ofdigital object holders, the selection of the fourth digital objectcorresponding to a second turn of the multiplayer game, wherein theselection of the fourth digital object affects the first game state ofthe first player.
 16. The non-transitory computer readable medium ofclaim 15, wherein the first digital object is associated with digitalobject ability information and digital object payoff information. 17.The non-transitory computer readable medium of claim 16, wherein thedigital object ability information comprises at least one of adjustmentinformation of the first game state of the first player, adjustmentinformation of the second game state of the second player, adjustmentinformation for the first plurality of digital object holders associatedwith the first player, or adjustment information for the secondplurality of digital object holders associated with the second player.18. The non-transitory computer readable medium of claim 15, furthercomprising: providing a first indication of the first placement of thefirst digital object on the first digital object holder; and calculatinga paytable that incorporates the first digital object placement request,the paytable comprising a plurality of possible outcomes for a randomselection of one digital object from each of the first plurality ofdigital object holders.
 19. The non-transitory computer readable mediumof claim 18, wherein the paytable comprises bank decision payoffinformation indicative of a first outcome based on a decision to bank apayline, and play decision payoff information indicative of a secondoutcome based on a decision to play the payline.
 20. The non-transitorycomputer readable medium of claim 18, wherein the calculating thepaytable comprises: aggregating the digital object payoff informationassociated with the first digital object placed on the first digitalobject holder and other digital object payoff information associatedwith other digital objects respectively placed in other positions of thefirst plurality of digital object holders, to generate aggregateddigital object payoff information; calculating the plurality of possibleoutcomes by performing permutations of the first digital object and theother digital objects in the digital object holders; and comparing theaggregated digital object payoff information to the permutations.